using System;
using System.Collections.Generic;
using System.Linq;
using Microsoft.Xna.Framework;
using Microsoft.Xna.Framework.Audio;
using Microsoft.Xna.Framework.Content;
using Microsoft.Xna.Framework.GamerServices;
using Microsoft.Xna.Framework.Graphics;
using Microsoft.Xna.Framework.Input;
using Microsoft.Xna.Framework.Media;
using Microsoft.Xna.Framework.Net;
using Microsoft.Xna.Framework.Storage;

namespace _2D_TestBed
{
    /// <summary>
    /// This is the main type for your game
    /// </summary>
    public class Game1 : Microsoft.Xna.Framework.Game
    {
        GraphicsDeviceManager graphics;
        SpriteBatch spriteBatch;
        XnaUtility.FPS fps;
        XnaUtility.Control.InputBase input;

        XnaUtility.GameObjects.Base2DObject ship1;
        XnaUtility.GameObjects.Base2DObject ship2;

        public Game1()
        {
            graphics = new GraphicsDeviceManager(this);
            Content.RootDirectory = "Content";
        }

        /// <summary>
        /// Allows the game to perform any initialization it needs to before starting to run.
        /// This is where it can query for any required services and load any non-graphic
        /// related content.  Calling base.Initialize will enumerate through any components
        /// and initialize them as well.
        /// </summary>
        protected override void Initialize()
        {

            spriteBatch = new SpriteBatch(GraphicsDevice);
            Services.AddService(typeof(SpriteBatch), spriteBatch);

            fps = new XnaUtility.FPS(this);
            Components.Add(fps);

            input = new XnaUtility.Control.InputBase(this);
            Components.Add(input);

            ship1 = new XnaUtility.GameObjects.Base2DObject(this);
            ship2 = new XnaUtility.GameObjects.Base2DObject(this);

            ship1.Location.X = 100;
            ship1.Location.Y = 100;

            ship2.Location.X = 200;
            ship2.Location.Y = 200;

            ship1.spriteBatch = spriteBatch;
            ship2.spriteBatch = spriteBatch;
            base.Initialize();
        }

        /// <summary>
        /// LoadContent will be called once per game and is the place to load
        /// all of your content.
        /// </summary>
        protected override void LoadContent()
        {
            ship1.SetImage(Content.Load<Texture2D>("test1"));
            ship2.SetImage(Content.Load<Texture2D>("test2"));

            fps.Font = Content.Load<SpriteFont>("fpsFont");
            fps.FontColor = Color.Red;
            fps.Location = Vector2.Zero;
            fps.SprBatch = spriteBatch;

        }

        /// <summary>
        /// UnloadContent will be called once per game and is the place to unload
        /// all content.
        /// </summary>
        protected override void UnloadContent()
        {
            // TODO: Unload any non ContentManager content here
        }

        /// <summary>
        /// Allows the game to run logic such as updating the world,
        /// checking for collisions, gathering input, and playing audio.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Update(GameTime gameTime)
        {
            // Allows the game to exit
            if (GamePad.GetState(PlayerIndex.One).Buttons.Back == ButtonState.Pressed)
                this.Exit();

            if (input.IsKeyDown(Keys.Escape)) this.Exit();

            base.Update(gameTime);
        }

        /// <summary>
        /// This is called when the game should draw itself.
        /// </summary>
        /// <param name="gameTime">Provides a snapshot of timing values.</param>
        protected override void Draw(GameTime gameTime)
        {
            GraphicsDevice.Clear(Color.CornflowerBlue);

            ship1.Draw(gameTime);
            ship2.Draw(gameTime);

            base.Draw(gameTime);
        }
    }
}
